direction(const Vector &vec) | Teddy::Maths::Matrix | [inline] |
get3Column(const int i) const | Teddy::Maths::Matrix | [inline] |
get3Row(const int i) const | Teddy::Maths::Matrix | [inline] |
getColumn(const int i) const | Teddy::Maths::Matrix | [inline] |
getRow(const int i) const | Teddy::Maths::Matrix | [inline] |
IDENTITY | Teddy::Maths::Matrix | [static] |
invert() | Teddy::Maths::Matrix | [inline] |
m | Teddy::Maths::Matrix | |
Matrix() | Teddy::Maths::Matrix | [inline] |
Matrix(const float f) | Teddy::Maths::Matrix | [inline] |
Matrix(const float *pf) | Teddy::Maths::Matrix | [inline] |
Matrix(const Quaternion &q) | Teddy::Maths::Matrix | [inline] |
MIRROR_X | Teddy::Maths::Matrix | [static] |
MIRROR_Y | Teddy::Maths::Matrix | [static] |
MIRROR_Z | Teddy::Maths::Matrix | [static] |
modelMatrix(const Quaternion &q, const Vector &vFrom) | Teddy::Maths::Matrix | [inline] |
operator *(const Matrix &mat) const | Teddy::Maths::Matrix | |
operator *(const Vector &vec) const | Teddy::Maths::Matrix | [inline] |
operator *(const Vector4 &vec) const | Teddy::Maths::Matrix | [inline] |
operator *=(const Matrix &mat) | Teddy::Maths::Matrix | [inline] |
operator const float *() const | Teddy::Maths::Matrix | [inline] |
operator float *() | Teddy::Maths::Matrix | [inline] |
operator()(const int i, const int j) | Teddy::Maths::Matrix | [inline] |
operator()(const int i, const int j) const | Teddy::Maths::Matrix | [inline] |
operator-() const | Teddy::Maths::Matrix | [inline] |
operator=(const float k) | Teddy::Maths::Matrix | [inline] |
operator=(const float *pf) | Teddy::Maths::Matrix | [inline] |
operator=(const Quaternion &q) | Teddy::Maths::Matrix | |
rotate(const Vector &vec, const double f) | Teddy::Maths::Matrix | [inline] |
rotateMatrix(const Vector &vec, const double radians) | Teddy::Maths::Matrix | [inline] |
rotateX(const float radians) | Teddy::Maths::Matrix | [inline] |
rotateXMatrix(const float radians) | Teddy::Maths::Matrix | [inline] |
rotateY(const float radians) | Teddy::Maths::Matrix | [inline] |
rotateYMatrix(const float radians) | Teddy::Maths::Matrix | [inline] |
rotateZ(const float radians) | Teddy::Maths::Matrix | [inline] |
rotateZMatrix(const float radians) | Teddy::Maths::Matrix | [inline] |
scale(const float x, const float y, const float z) | Teddy::Maths::Matrix | [inline] |
scale(const float *pf) | Teddy::Maths::Matrix | [inline] |
scaleMatrix(const float x, const float y, const float z) | Teddy::Maths::Matrix | [inline] |
scaleMatrix(const float *pf) | Teddy::Maths::Matrix | [inline] |
set3Column(const int i, const Vector &v) | Teddy::Maths::Matrix | [inline] |
set3Row(const int i, const Vector &v) | Teddy::Maths::Matrix | [inline] |
setColumn(const int i, const Vector4 &v) | Teddy::Maths::Matrix | [inline] |
setRow(const int i, const Vector4 &v) | Teddy::Maths::Matrix | [inline] |
SWAP_XY | Teddy::Maths::Matrix | [static] |
SWAP_XZ | Teddy::Maths::Matrix | [static] |
SWAP_YZ | Teddy::Maths::Matrix | [static] |
transformVector(const Vector &vec) const | Teddy::Maths::Matrix | [inline] |
transformVector4(const Vector4 &vec) const | Teddy::Maths::Matrix | [inline] |
translate(const float x, const float y, const float z) | Teddy::Maths::Matrix | [inline] |
translate(const float *pf) | Teddy::Maths::Matrix | [inline] |
translateMatrix(const TVector< double > &v) | Teddy::Maths::Matrix | [inline] |
translateMatrix(const Vector &v) | Teddy::Maths::Matrix | [inline] |
translateMatrix(const float x, const float y, const float z) | Teddy::Maths::Matrix | [inline] |
transpose() | Teddy::Maths::Matrix | [inline] |
uniformTransformNormal(const Vector &vec) const | Teddy::Maths::Matrix | [inline] |
zeroMatrix() | Teddy::Maths::Matrix | [inline] |